Cutout is basic alphatest, which means its either 0 or 1, on or off. You can't get soft blending with cutout. Dithered does dithered blending, which looks noisey in the viewport but renders out smoother (render 2x and size down in photoshop and it will look even better). Additive is probably what you really want to use,…
I Finally find out that Dominant Directionnal light doesn't support color bleeding on its own, but point light does. I Change my dominant directionnal light to a Movable Directional Light and now my point lights that create my GI also provide color bleeding wich give me the result I was seeking for. Now it's time to place…
So your technique here is that you built 2 tiling textures in mudbox, and geometry in the model is what is separating the two? The top image is pretty nice. I would suggest you do a blend for the bricks, where you blend the base brick you have here to one that is sand blasted a bit and has some colour from the clay wall.…
There is nothing apart from re writing your own shaders and post processors to preserve that edge 100%. It's going to bleed, there's nothing you can do to stop that. What you need to do is make the bleed look good despite that. and you've been told how to do that already. If thoose solutions are 'incompatible' with what…
Long time no see! I created the sofa and something like a coffee table, I think so ) Also still playing with my shader and well, I have a problem. Is anyone here know how to add curvature map to color map in unreal, blend it like in photoshop with settings? There are blend overlay and etc, but I don't understand how to add…
Hey all, its been a while as iv been super busy the last few weeks. But I found some time this weekend and made a start at addressing the ground. Touched up the sculpt and took it in a slightly different direction again, then put together the blend shader. Hoping to tie everything together with some foliage later but its a…
If you're doing terrain for use in Unity, it's best to paint it directly in Unity. So you can see how it looks from the player's perspective, and how it works with props & scene geometry.. You already have a mesh, so you just need to decide whether to use a splat map to paint the blending masks, or to use vertex color to…
Thanks guys :) Heres a WIP of a courtyard floor I'm working on. I want to add some grunge with vertex painting to blend everything better, as well as scattered geo of rocks/leaves, but does anyone have any better tricks for blending materials like this together? The triangular terracotta tile is the worst culprit as you…
I do most of my texturing in 3dCoat, but this. Hard round does most of the work, I'll use a softer alpha for specific cases where I just want a smooth blend/gradient. Painting textures isn't all that hard on a technical level. Once you get comfortable with blending stuff it's pretty straight forward. The difficulty comes…
Just a small trick for multiple bevel widths with ShapeShifter: For each width, set your sliders how you want and duplicate into new objects. Then use the Shapes editor to add each variant as a blend shape and leave the sliders at full. Now use Paint Blend Shape Weights to flood each channel with 0 to remove the effects,…